/**
 * 
 * ETH AI GAME LIBRARY
 * 
 * Author: Michael Jaworski
 * Copyright (c) Michael Jaworski 2010
 * http://code.google.com/p/eth/
 * 
 * Licence Agreement
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy
 * of this software and associated documentation files (the "Software"), to deal
 * in the Software without restriction, including without limitation the rights
 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 * copies of the Software, and to permit persons to whom the Software is
 * furnished to do so, subject to the following conditions:
 * 
 * The above copyright notice and this permission notice shall be included in
 * all copies or substantial portions of the Software.
 *	
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 * THE SOFTWARE.
 *
 */

package lib.eth.core.interfaces
{
	/**
	 * 
	 * there are two classes that implement this interface. one tracks frame-based
	 * time and the other real time. they are both created in the EthTime (implements IEthSystem)
	 * class if you need both.
	 * 
	 * you may choose to use one or the other in the system. if you have a game that does not need
	 * physics or realtime-based calculations you can ignore the EthRealTime class, but the EthProcessor
	 * uses that class and so you must create it for some of the other systems to function properly
	 * 
	 * @version 0.1
	 * 
	 * @see lib.eth.systems.world.time.EthTime
	 * @see lib.eth.systems.world.time.EthFrameTime
	 * @see lib.eth.systems.world.time.EthRealTime
	 * 
	 */ 
	public interface IEthTime extends IEthProcess
	{
		/**
		 * the time that is being tracked by that class (either the frame number or the real time in the system)
		 */ 
		function get time () : int;
	}
}